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DESIGN DIARY - 12.01.00
Chuck's Thesis
The whole Product Development is devoid of Jedi Knights toilers except
for one. And as Luck (or the as-of-yet indeciphered Patterns of Lunchtime)
would have it, that lone soul is just the one I wanted to talk to.
Silent in his alcove - Chuck
is always quiet when he's not hollering - Mr. Kallenbach greets me with
a smile. I sit down and drop the bomb.
"Tell me about your game design philosophy."
Now there's something you have to know about interviews. People generally
like to be given an opportunity to voice their opinions, thoughts, feelings,
ambitions, donut preferences and social security numbers - but only one
bit at a time. Casual conversation is often the best way to make people
comfortable during an interview. The interviewer asks a question, the
interviewee offers a short- to medium-sized answer in return, and the
pair keeps going until the interviewer feels he or she has all the pieces
of the puzzle that will later be assembled to create an article - or until
the interviewee has had enough of it (which we try to avoid, naturally).
Sometimes, the interviewer will plague his or her victim with a holistic,
the-laws-of-physics-stop-here kind of question in an attempt to get the
Big Picture directly from the interviewee instead of piecing it back together
later, and that's normally a very good thing. But that very good thing
does not agree with everyone because it strays away from the "casual conversation"
mode. How often to you ask your friend, "So what are your metaphysical
views on the implications of the tesseract, when unfolded in the three
standard dimensions?" Most people would rather wish for a question of
the "Do you know what a tesseract is?" variety, and slowly build up from
there.
But not Chuck.
"Fun is good."
That's a fair start.
"I always go for solid mechanics," continues Chuck. "And since I'm a Gemini,
I easily get bored. So I want things to keep moving and stay fresh. I
couldn't play the same game for five years every weekend. I don't think
I could do anything for five years straight."
Pause.
"Well, I've been married for twenty-two years, so I guess there are a
few exceptions to what I just said."
A strong believer in dragging his guts down the street if necessary to
make a game system work, Chuck simply wants the players to have it all.
Because he's a player too, you see. "I think game designers should never
hold anything back," Chuck says. "When I'm designing a game, I give it
all I can. I think you should completely drain yourself for the basic
game, and then do it all over again for each expansion set. Don't hold
ideas back."
"I also need innovation, naturally," continues Chuck. "I want to turn
the game on its ear every time a new expansion set comes out. I try to
keep things as fresh as possible by inventing new stuff and re-inventing
old stuff."
One more thing: "I want the rules to be clear, because when I play a new
game I *read* the rules." Chuck smiles. "Calling someone a 'Rules lawyer'
should be a compliment and not an insult - assuming the rules are clear
and free of loopholes to begin with."
Playing a game you have designed has to be different than playing any
other game. Right?
[Chuck stops to collect his thoughts for a moment.]
"It's very hard to play the game and not think about all the problems
and considerations you had during the design process," he answers. "It's
hard to get some distance. Right now I feel like I'm constructing a building
with my nose on one brick. People standing on the other side of the street
are telling me 'Hey, that's a nice-looking building' but all I can say
is, 'This brick isn't straight.' I'm sure in a year from now I'll think
Jedi Knights is a great game. Right now, I have no idea."
With a formal training as a graphic artist, Chuck has a penchant for expression
and communication. "I think the communication aspect is very fascinating
in a game," confirms Chuck. "I love to tell a story. And that's why I
like to work with licensed properties [like Star Wars for Jedi
Knights] because it gives me a framework to build on and tell a story
with."
Chuck goes on. "I also like interacting with other players very much."
Which probably explains his appreciation for the stuff-throwing matches
that sometimes take place between Chuck and his alcove-mates (but never
when there's someone present to report it on the web site).
I have one last question. What is best, interaction in a two-player game
or interaction in a multi-player game?
"Well I'm a Gemini, so I can't decide on stuff like that."
Francis K. Lalumiere
The Juggler
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